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This is not my original work.

This is a chapter I translated with the help of Google


from Casa dolce Casa (Home Sweet Home) by Stefano Jester Bianconi. The artwork is
credited to Simone Luculli. This was found on the Four Against Darkness - Italia group.
~Jim Buschman

This chapter focuses on route between the departure from your city upon arrival
in a Dungeon or vice versa. Once you have chosen to leave, roll d3 + 1 to check how
many days away the Dungeon chosen for the mission is. For each day of travel the
player will roll d66 verifying which one of the events they will meet along the way. In the
same way, once the Dungeon is completed (or in the case of escape) before being able
to return to one’s own base, you will have to roll a new d66 (for every day of travel) and
see what other events await the heroes along the way.
Result D66
11 Ambush! 5-6: Someone missed that bag, what
A group of Followers attacks the group. luck!
Roll on the Ambush Table and add +1 If you are able to get the bag you find it
monster to the number contains 3d6x10 gold pieces.

12 A Lost Child 16 Shortcut!


A child is lost and asks help to be taken Find a shorter way to get to the dungeon
back home. If the group accepts, add to or in the city (reduce travel time by 1).
the distance of the trip d3 but earn
2d6x2d6 gp for bringing the child back 21 Ambush!
home. A group of minions assaults the heroes.
Roll on the Ambush Table!
13 A Foreign Merchant
A merchant traveling with his caravan 22 Landslide!
will sell you their products: All heroes must make a saving throw
[100 gp] One-handed weapon against against falling rocks (Level 3) or suffer 1
the Goblins (+1 attack against damage.
goblin)
[200 gp] Fire-absorbing shield (Reduces 23 Caravan
fire damage by 1) A caravan will give you passage to
[80 gp] Quick shoes (+1 defense in case shorten the journey without running into
of Escape from problems. Every 20 gp you can shorten
combat) the journey of 1 day.
[500 gp] Lucky Ring. When looking in
empty corridors you no longer have the 24 Quiet Trip / Inn
malus of -1. Find an Inn. If during the trip you've
already encountered an Inn then you
14 Quiet Trip / Inn find nothing. The journey results in this
Find an Inn. If during the trip you've day quiet and if you have food you can
already encountered an Inn then you recover 1 life point.
find nothing. The journey results in this
day quiet and if you have food you can 25 A Pilgrim
recover 1 life point. A young cleric is traveling on a
pilgrimage. He offers cures in exchange
15 A bag in the middle of the woods for pieces of gold. He can cure 1 Life
You can get close and pick it up: Point every 25 gp
1-4: A group of bandits stretched you
out a trap (d6 Bandits lvl 3).
26 Lost? 35 Trap!
Roll d6 An old hole dug by someone plunges
1-3 the group is lost, lengthens the you down for 3 meters. Saving Throw,
journey d3 days. Level 4 to not suffer a fall damage. The
4-6 you can continue. Elf and the Barbarians have a +1 bonus
on the roll.
31 Ambush!
A group of Followers attack the group in 36 A Coin
an Ambush. Roll on the Ambush Table! Find 1 piece of gold on the ground

32 Merchant 41 Ambush!
Meet a merchant who is selling the A group of Followers attack the group in
objects found in the Equipment of the an Ambush. Roll on the Ambush Table!
Basic Manual.
42 Collector
33 Strange Mushrooms... Meet a collector of Magic Objects. Will
Find some mushrooms on the ground buy your Magic Items if you sell them.
that you can collect them. Roll 1d6 (if in Offers 200 pieces of gold for each
the object. Does not take duplication.
group there is a half-man add +1 to the
roll): 43 An Unpleasant Encounter
1-2: They are poisonous! As you The group runs into a monster Aberrant,
approach, they release spores that what a misfortune! Roll on the Hunting
Inflict 1 damage to all (Saving Throw Monster Table of the Basic Manual. You
level 4, dwarves have a +1 bonus) can escape, but the journey will be
3-4: They are Good! You can keep extended by 1 day.
them, they are excellent food.
5: They are great! By eating them you 44 Quiet Trip / Inn
can recover 1 life point. Find an Inn. If during the trip you've
6: What a hit! Eating them during an already encountered an Inn then you
encounter a character has +1 Attack find nothing. The journey results in this
and -1 Defense. day quiet and if you have food you can
recover 1 life point.
34 Quiet Trip / Inn
Find an Inn. If during the trip you've 45 A Tree of Fruits
already encountered an Inn then you They can be collected and kept as if it
find nothing. The journey results in this were 1 Food (each) Roll d6
day quiet and if you have food you can 1-2: they are unripe and cannot be
recover 1 life point. eaten
3-6: it is good food!
55 A night in the cave
46 The Bounty Hunter You camp in a cave thinking it was safe.
Meet a Bounty Hunter. If you have any You are attacked by Vermin. Roll on the
prisoners they will pay 300 gold pieces Vermin table in the basic manual.
each.
56 An alternative route
51 Ambush! Find an alternative way, let's see if it's
A group of Followers attack the group in better by subtracting d3 from d3. If the
an Ambush. Roll on the Ambush Table! result is a positive number, you have
shortened your trip by that many days. If
52 A Bard it’s a negative number, your trip is
Meet a talented storyteller and camp lengthened by that many days. If the
with him. He plays a sweet melody with result is zero, nothing changes.
his lute telling you a pleasant and
relaxing story. You fall asleep serenely. 61 Ambush!
The next day, you awake to find the A group of Followers attack the group in
Bard has left and he has taken d6x10 gp an Ambush. Roll on the Ambush Table!
with him. If you have no gold, he takes
away a jewel or one gem (the one with 62 Enchanter
the highest value). A charmer on the back of a donkey
emerges from the path that you are
53 A Sprite traveling selling magic scrolls. You can
Find a starving Sprite! buy them for 100 pieces of gold each. It
If you give him food: The Sprite thanks has all those in the Base manual.
you and casts a spell on
group, the next defense roll of each 63 Unhealthy Swamp
Hero is considered a 6. You have to cross a swamp which gives
If you do not give him food: the poor off toxic gases. Saving Throw, Level 4.
Sprite is destined to die of Whoever does fail the saving throw
hunger. He curses the group. The next becomes sick. +1 damage every hit.
attack each Hero suffers a -1 penalty. This disease can be healed with a
Blessing or with the Healing spell (with
54 Quiet Trip / Inn the latter the hero does not recover life
Find an Inn. If during the trip you've points but it heals from the disease).
already encountered an Inn then you
find nothing. The journey results in this 64 Quiet Trip / Inn
day quiet and if you have food you can Find an Inn. If during the trip you've
recover 1 life point. already encountered an Inn then you
find nothing. The journey results in this
day quiet and if you have food you can 66 Sfiligoi
recover 1 life point. You meet a strange one on the street
adventurer named Sfiligoi that proposes
65 This place is familiar to me to sell you books. You can buy his 4AD
You have returned to the starting point book for 10 pieces of gold.
of the trip.

Ambush Table (d6)

Roll Creature Lvl Treasure Special

1 2d6 Wolves 3 None Whenever they are attacked with fire they must
make a moral roll to not run away.

2 1d6+2 Goblin 3 -1 The dwarves attack them at +1

3 1d6 Bandits 3 Special They can be bribed by 10 pieces of gold per


(1d6x10 gp) monster. Their treasure is always composed of
1d6x10 gp

4 1d6 Orcs 4 Normal Elves attack at +1. Orcs are afraid of magic and
must test morale each time one or more is killed
by a spell. If a spell caused their number to drop
below 50%, they will test morale at -1. They
never have magic items in their treasure: treat
any rolled magic as d6 x d6 gold pieces instead.

5 1d3 Dark 4 None Immune to Sleep. The Barbarian defends himself


Shadows at -1. Undead

6 1d2 Giants of 5 Normal They are slow and lazy. If the group runs away
the Prairie has a +2 defense bonus

If you have to roll on the Treasure table, use the one in the basic manual.
The creatures of the ambush table do not have Reactions, they always fight.
Creatures during an ambush attack first.

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